wined3d: Fix the odd line condition in gen_yv12_read().
Signed-off-by: Anton Baskanov <baskanov@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -12621,8 +12621,10 @@ static void gen_yv12_read(struct wined3d_string_buffer *buffer,
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* Don't forget to clamp the y values in into the range, otherwise we'll
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* Don't forget to clamp the y values in into the range, otherwise we'll
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* get filtering bleeding. */
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* get filtering bleeding. */
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/* Read odd lines from the right side (add 0.5 to the x coordinate). */
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/* Read odd lines from the right side (add 0.5 to the x coordinate). Keep
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shader_addline(buffer, " if (fract(floor(texcoord.y * size.y) * 0.5 + 1.0 / 6.0) >= 0.5)\n");
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* in mind that each line of the chroma plane corresponds to 2 lines of the
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* resulting image. */
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shader_addline(buffer, " if (fract(floor(texcoord.y * size.y) * 0.25 + 1.0 / 6.0) >= 0.5)\n");
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shader_addline(buffer, " texcoord.x += 0.5;\n");
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shader_addline(buffer, " texcoord.x += 0.5;\n");
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/* Clamp, keep the half pixel origin in mind. */
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/* Clamp, keep the half pixel origin in mind. */
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